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video-record-ue-poc/Source/AudioVideoRecord/AudioVideoRecordCharacter.cpp

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2026-03-11 11:25:15 +05:30
// Copyright Epic Games, Inc. All Rights Reserved.
#include "AudioVideoRecordCharacter.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "EnhancedInputComponent.h"
#include "InputActionValue.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "AudioVideoRecord.h"
AAudioVideoRecordCharacter::AAudioVideoRecordCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// Create the first person mesh that will be viewed only by this character's owner
FirstPersonMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("First Person Mesh"));
FirstPersonMesh->SetupAttachment(GetMesh());
FirstPersonMesh->SetOnlyOwnerSee(true);
FirstPersonMesh->FirstPersonPrimitiveType = EFirstPersonPrimitiveType::FirstPerson;
FirstPersonMesh->SetCollisionProfileName(FName("NoCollision"));
// Create the Camera Component
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("First Person Camera"));
FirstPersonCameraComponent->SetupAttachment(FirstPersonMesh, FName("head"));
FirstPersonCameraComponent->SetRelativeLocationAndRotation(FVector(-2.8f, 5.89f, 0.0f), FRotator(0.0f, 90.0f, -90.0f));
FirstPersonCameraComponent->bUsePawnControlRotation = true;
FirstPersonCameraComponent->bEnableFirstPersonFieldOfView = true;
FirstPersonCameraComponent->bEnableFirstPersonScale = true;
FirstPersonCameraComponent->FirstPersonFieldOfView = 70.0f;
FirstPersonCameraComponent->FirstPersonScale = 0.6f;
// configure the character comps
GetMesh()->SetOwnerNoSee(true);
GetMesh()->FirstPersonPrimitiveType = EFirstPersonPrimitiveType::WorldSpaceRepresentation;
GetCapsuleComponent()->SetCapsuleSize(34.0f, 96.0f);
// Configure character movement
GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
GetCharacterMovement()->AirControl = 0.5f;
}
void AAudioVideoRecordCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AAudioVideoRecordCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AAudioVideoRecordCharacter::DoJumpEnd);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AAudioVideoRecordCharacter::MoveInput);
// Looking/Aiming
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AAudioVideoRecordCharacter::LookInput);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AAudioVideoRecordCharacter::LookInput);
}
else
{
UE_LOG(LogAudioVideoRecord, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
}
}
void AAudioVideoRecordCharacter::MoveInput(const FInputActionValue& Value)
{
// get the Vector2D move axis
FVector2D MovementVector = Value.Get<FVector2D>();
// pass the axis values to the move input
DoMove(MovementVector.X, MovementVector.Y);
}
void AAudioVideoRecordCharacter::LookInput(const FInputActionValue& Value)
{
// get the Vector2D look axis
FVector2D LookAxisVector = Value.Get<FVector2D>();
// pass the axis values to the aim input
DoAim(LookAxisVector.X, LookAxisVector.Y);
}
void AAudioVideoRecordCharacter::DoAim(float Yaw, float Pitch)
{
if (GetController())
{
// pass the rotation inputs
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void AAudioVideoRecordCharacter::DoMove(float Right, float Forward)
{
if (GetController())
{
// pass the move inputs
AddMovementInput(GetActorRightVector(), Right);
AddMovementInput(GetActorForwardVector(), Forward);
}
}
void AAudioVideoRecordCharacter::DoJumpStart()
{
// pass Jump to the character
Jump();
}
void AAudioVideoRecordCharacter::DoJumpEnd()
{
// pass StopJumping to the character
StopJumping();
}